Cost: $3
Type: Action
Text: Gain a copy of a card costing up to $6 that the player to your right gained on his last turn.
Here's a comprehensive strategy guide for Smugglers:
Introduction Smugglers is a $3 Action card from Seaside that allows you to gain a copy of a card costing up to $6 that the player to your right gained on their previous turn. While this effect might seem straightforward, playing Smugglers effectively requires careful attention to your opponent's moves and understanding its unique timing dynamics.
Core Characteristics - Cost: $3 - Provides no +Actions, +Cards, or +Money - Gaining effect is capped at $6 - Depends entirely on opponent's decisions - Works only with the player to your right - Limited to their previous turn only
Key Strengths 1. Cost Efficiency - Can gain expensive cards ($5-$6) for just $3 - Potentially huge economic advantage - No need to actually have the money to acquire valuable cards
Often provides access to cards you couldn't normally afford that turn
Reliability
Key Weaknesses 1. Dependency - Completely reliant on opponent's choices - Can't control what will be available - May get nothing if opponent gains nothing - Useless if opponent only gains cards costing >$6
Must be played before gaining other cards you want to copy
Position Dependency
Strategic Considerations
Opening Decisions: - Strong consideration as a $3 opening - Pairs well with Silver in a 5/2 opening - Can be worth getting as second $3 card after Silver - Consider your position relative to experienced players
Early Priority Cards: - Silver (very common target) - Early game engine pieces - Key kingdom cards costing $3-$6
Timing Considerations: - Play before other gainers if you want to copy that turn's gains - Track opponent's gains carefully - Consider waiting if opponent likely to gain better cards next turn
Opportunity Cost: - Compare to buying the card directly - Consider whether the action could be better used elsewhere - Factor in deck composition and shuffle timing
Victory Card Acquisition: - Can help grab Duchies without having $5 - May copy Provinces if opponent is within $6 cost reduction - Good for matching opponent's green card purchases
Tactical Shifts: - May become less useful as game shifts to higher-cost cards - Can help with alt-VP cards in appropriate kingdoms - Consider trashing when engine is fully built
Specific Situations and Combos
Bridge: - Increases available targets as costs decrease - Can potentially copy Provinces when reduced to $6 - Multiple Bridges make more cards available
Highway: - Similar to Bridge but more permanent - Can make expensive cards consistently available - Stronger in engine decks
Quarry: - Makes more Action cards available to copy - Particularly strong with Action-heavy strategies
Gainers: - Workshop - Ironworks - Mining Village - These provide reliable targets for Smugglers
Watchtower: - Can top-deck copied cards - Helps manage gain timing - Provides drawing power
Drawing Cards: - Laboratory - Smithy - Council Room - These common cards make good Smugglers targets
Villages: - Can copy crucial village cards - Helps build engine consistency - Often within the $6 cost limit
Counter-Strategies and Counterplay
Gain Timing: - Consider gaining key cards on turns other than last - May want to gain multiple cards to dilute options - Sometimes worth gaining higher-cost cards to deny copies
Card Choice: - Might prefer $7+ cards when available - Consider gaining less optimal cards to deny good copies - May want to gain cards opponent can't use effectively
Seat Order: - Being to the left of a Smugglers player requires more careful play - Consider this during initial seating in tournament play - May influence opening buys and general strategy
When to Skip: - Kingdoms focused on $7+ cards - Fast games where actions are too slow - When better $3 cards are available
When to Prioritize: - Kingdoms with valuable $4-$6 cards - Slower games where efficiency matters - When cost reduction is present
Multiplayer Considerations
May influence which player to attack/hinder
Four-Player Games
Kingdom Analysis
Strong Kingdoms: - Cost reduction effects present - Multiple valuable $4-$6 cards - Engine kingdoms with key components in range - Kingdoms without trash-for-benefit alternatives
Weak Kingdoms: - Emphasis on $7+ cards - Rush strategies dominant - Better $3 cards available - Heavy trashing strategies
Timing and Practice Tips
Watch for gained vs. bought distinction
Playing Online
Be aware of implementation specifics
Decision Making
Common Mistakes to Avoid
Missing cost reduction effects
Strategic Errors
Failing to adapt when targets change
Deck Building Errors
Sample Strategies
Maintain flexibility in acquisition
Big Money Variant
Transition to Province race
Hybrid Approach
Conclusion
Smugglers is a unique card that requires careful attention to opponent's plays and excellent timing. While it can provide significant economic advantage, its dependency on opponent's actions makes it somewhat unreliable as a primary strategy. It works best as a supplementary gainer in engines or as a way to match opponent's key cards in Big Money strategies.
Success with Smugglers requires: - Careful attention to opponent's gains - Good timing and planning - Strategic flexibility - Understanding of common opening patterns - Awareness of kingdom context
When played well, Smugglers can provide significant economic advantage and help match opponent's key strategic cards. However, it should rarely be the centerpiece of a strategy and works best as part of a broader plan that can function whether or not good copies are available.